Welcome RPG fans, to another edition of Nyx-Blogs-About-Breasts... I mean RPGs. In all honesty, this game is exceptionally hard to take seriously, but I'll do my best to give you guys a full and hehehe deep
impression into what can be expected when playing Record of Agarest War. Also, big thanks to Aksys for having a hilarious campaign to market this title. Big sausages for all!
Any way, this is a chance for me to share with you guys my progress in this game. I'm not sure if anyone on staff outside of me and Firemyst are picking this game up and diligently playing it for review, but I figured I was looking for something to scratch my SRPG fix, and this seemed like it could be a fun choice.
Onward! To discuss boobs--- I mean, the game.
04/29/10 - 2 hours
Okay, so for those playing Agarest War on the PlayStation 3, one thing you'll notice is the lack of game clock. I dunno how much it bothers some people, but it's a massive pet peeve of mine. I like seeing how long I've played something, and for a game that boasts being over 60+ hours, the least you could tell me if I've hit said sixty hours. For the purpose of this blog, I'm simply going to estimate as much of the time as I can.
Having roughly played about two hours of the game, I can say this probably one of the first RPGs I've played in a long time where combat is primary focused on an Action Point (AP) system. Having played games like Final Fantasy Tactics or Growlanser, I'm more use to an HP/MP system, but after talking to Macstorm, we decided this game sounds a lot closer to Vandal Hearts II.
Combat takes place on a grind and has two phases. In the Move Phase, players position their party members as they see fit. When the Move Phase is over, both the player's party and the enemy move at the exact same time. This means that there's no real way to predict exactly where the enemy will move, though it's usually safe to assume that they will try to get as close to the party as possible. The Move Phase consumes Action Points (AP), and depending on where you move your characters determines how much AP they will have for that particular round. After the Move Phase is complete, the Action Phase commences.
In the Action Phase, both the party and the enemy can attack multiple times depending on the amount of AP they have. Sometimes it's possible to also do Link Attacks if your party members are Linked. To determine a Link Attack, characters must be positioned in a specific formation on the battle field. If done correctly, there will be a link made directly between the characters who can participate. Link Attacks are critical to success in some battles as they allow slower characters the chance to act more quickly and help deal more damage to enemies. It's pretty fabulous.
Actually, I'm enjoying the combat in this game a lot more than I thought I would. It feels as though it's like a standard SRPG, BUT there's a lot of differences that I can see either people enjoying or hating. I find it really funny, especially when I deal massive combo damage of doom.
Another small complaint I have, and it's related to combat is the faintness of the font when healing items are used or damage is taken. You can barely see it.
I'm still trying to figure out the story, but two hours isn't entirely enough to gauge what is exactly going on. I have collected party members though! I have an energetic elf named Ellis, and her monster companion who's name escapes me at the moment. Since this game is all about generations, it's key to keep your ladyfriends happy in this game, although I've had yet to see the effects of the Soul Breeding system in action. I can only hope I get more options besides Ellis in Generation, because right now, I'm not sold on her being my ladyfriend. Not one bit. She is pretty strong in battle though, I'll give her that.
Also, Agarest War has varied gameplay. Yes, this is shocking in SRPGs, as it's not just tactical combat on grids. There are actually exploration stages in the game, meaning players can enter these areas and collect loot and recruit monsters. Leonhardt can freely move around the exploration stages, and combat at that point becomes randomized. You don't really see this in SRPGs considering most SRPGs just have you complete a map and then move to the next one.
So yeah, these are just some of my initial impressions. Obviously, I've got ways to go in this game.
Okay, so it's been a long time since I've touched this blog or Agarest War. Life has been pretty busy since the last update what with a lot of personal stuff, and of course having the advance review copy of Hexyz Force to take care of.
I decided to restart this on yesterday on Easy, as I originally had it on Normal and realized I was getting my butt kicked. With the change to Easy, I'm finding that I'm pulling my hair a lot less. Having since restarted, I've gotten a lot further than I did before. Yes, I'm still on generation one, and I've just gotten Vira-Lorr to join my party. I'm just getting out of some murky area, I don't remember what it's called.
I still don't like Ellis though. Call me an elf hatred, but by golly her Japanese voice hurts me so. The game clearly needs more Dyshana and Vira-Lorr though. Seriously, more.
I am still enjoying the combat, although the story from what I've gathered so far is a bit... "huh? bwah?" The localization is good, though I'm not feeling much from the characters. I hope that changes though.
Anywho, I'm off to go play more Agarest tonight. Considering this is a 40+ hour game, I worry I won't finish it until sometime in July depending on how much free time I have to play it. I do want to thank all the people who posted in the blog while it was dead for the month of May -- good to see you all being helpful and respectful towards each other.
More boob-commentary soon!